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Nondigital Prototypes
Lecture 5
Review: Prototypes
An incomplete model of your product
Implements small subset of the final features
Features chosen are the most important now Prototype helps you visualize gameplay
Way for you to test a new game mechanic
Allows you to tune mechanic parameters
Can also test (some) user interfacesSoftware Prototypes
Gameplay Prototype (3/2)
Throw-away prototype (not in final submission)
Does not have to be on device
Should demonstrate core gameplay Technical Prototype (3/14)
Evolutionary Prototype (part of final submission)
Should be on a device except in extreme cases
Should demonstrate important mobile challengeNext Week: Nondigital Prototype
No software involved at all
Board game
Card game
Something different? Goal is to model gameplay
How? Nondigital/digital is very different
Model will be far removed from final result
What can we hope to learn from this? Level design about progress
Sense of closeness to goal
Choice of “paths” to goal (dilemma challenge)
Path choice can relate to play style and/or difficult
Easier to design if discrete
Flow-chart out progression
Edges are mechanic(s)
But game state values are continuous (sort of)
Understanding Game Progression
Design is discretization
Impose flow chart on state
Each box is an equivalence class of game states
Spatial Discretization
Contiguous zones
Example: past a doorway
Resource Discretization
Range of resource values
Example: build threshold
Discrete Progression
Spatial Discretization
Spatial Discretization
Spatial Discretization
Nature of Discretization
State must be unambiguous Must be an accurate, precise way to determine state
Example: string to measure distance in a wargame
Actions must be significant May correspond to several animation frames
Example: movement and attack in single turn
Mechanics must have compact interactions Avoid mechanics that depend on iterated interactions
Example: physics is iterative and hard to discretize
Discretization requires turns
Represent a unit of action
When done, game “at rest”
Turns can be multistep
Multiple actions in a turn
Evironmental interactions
Turns can alternate
between other players
with a gamemaster
not at all (one player?)
Discretization and Turns
Allow opponent to interrupt
Action that reacts to yours
Played after you act, but before action takes an effect
Core mechanic in Magic:TG
Make play asynchronous
Players still have turns
But take turns as fast as can
Conflicts resolved via speed
Often need a referee for aid
Discretization and Reaction Time
Case Study: Runaway Rails
“Free runner” with coaster
Coaster can go faster/slower
Speed tests reaction time
Model with hidden info
Cannot “process” all at once
Faster go, less screen to see
Reaction Time as Hidden Information
Speed changes # of columns at each turn
What Can We Do Discretely?
Evaluate emergent behavior
Allow player to commit simultaneous actions
Model interactions as “board elements” Model player cost-benefit analyses
Model all resources with sources and sinks
Focus on economic dilemma challenges Test player difficulty/usability
Ideal for puzzle games (or puzzle elements)
Can also evaluate unusual interfacesWhat Can We Do Discretely?
Evaluate emergent behavior
Allow player to commit simultaneous actions
Model interactions as “board elements” Model player cost-benefit analyses
Model all resources with sources and sinks
Focus on economic dilemma challenges Test player difficulty/usability
Ideal for puzzle games (or puzzle elements)
Can also evaluate unusual interfacesNew issues for mobile games Not that different from CS 3152
Evaluating Emergent Behavior
Recall: coupled, context-dependent interactions
Requires an action and interaction
Or (alternatively) multiple actions Model interactions as “board elements”
Rules to follow after your action
May follow several in succession
Examples: Chutes & Ladders, Bonkers, RoboRally Player “programs” robot
Picks 5 movement cards
Committed to that choice
After each card
Obey board elements in order
Check robot collisions
Move = board elements + cards + collisions
Case Study: RoboRally
Cost-Benefit Analysis
Where nondigital prototypes really shine
Resources are very easy to discretize
Economic choices easily map to turns
Understanding dilemma challenges is important Some believe this is all of game design
Claim everything can be reduced to a resource
Common in board game adaptations of other media
Example: balance game with instability resourceCase Study: Bounce
Jetpack expends oxygen (=health)
Tracking Oxygen as a Resource
Case Study: Trino
Can switch w/ resources
Measuring Shapeshifting Resources
Usability Analysis
Unusual user-interfaces
Recall that actions correspond to inputs
Some inputs are not simple buttons
Example: touch gestures, motion controls Puzzle-style games
Create a game with module elements (e.g. cards)
Laying out levels creates a new game level
Allows you to quickly change and test levelsCase Study: Angry Bunny
Early Design:
Bunny movement affected by multiple
battery “attraction”
Modeling Movement Controls
Strings attached at board corners
Control piece by pulling strings
Case Study: Coalide
Modeling Flick Controls
Case Study: Family Style
Modeling Multiplayer Restrictions
Case Study: Operation Bitwise
Configurable Protoype from Elements
Case Study: Magic Moving Mansion
Configurable Puzzles at Scale
Experiential Prototypes
Some prototypes do not test gameplay
They test an experience or feeling
You determine if the feeling is enjoyable
Then go back and design gameplay for that Be very careful with this!
A very advanced design technique
Can easily end up with worthless prototype
Have only seen a few successes at thisCase Study: Gathering Sky
Feel of Movement Controls
The Experience of Threat
Most Important Thing: Progression
Do not want a one-level game
Major problem with “flick” games in this course
Endless runners also have this problem We want some evidence of a progression
What is an easy level?
What is a medium level?
What is a hard level? Your prototype should be reconfigurable
Easy
Medium
Hard
The Difficulty Curve
Easy Medium Hard
Case Study: Iridescence
Easy: Iridescence
Medium: Iridescence
Hard: Iridescence
Case Study: Project Apollo
Prototype is a Puzzle Sandbox
Reflecting on What You Have Learned
Your prototype should teach you something
About one of the things covered today
Even if it is “this design will not work” You will be asked about this at presentation
Must be prepared to answer
Write-up as part of submission Lesson matters more than physical artifact
You are not going to sell this prototypeCase Study: Flourish
Case Study: Flourish
Our game seemed unclear at the beginning for some players because [they had to conceptually] balance
growth above ground and below ground.
…
In general, we learned about the specificity we need for different rules that we had thought needed less
explanation.